Stellaris

Stellaris

Carrying Capacity
1,143 Comments
vanomorodellefake 10 Jan @ 10:14am 
Waiting for update, because vanila still is unbalanced in pop growth and machine pop assembling.
At least, version just for machines sounds pretty good.
NewDay 7 Dec, 2024 @ 1:10pm 
I want to believe in updating
starchitec  [author] 12 May, 2024 @ 9:58am 
yeah, that is maybe the part of this mod that is still relevant, not a bad idea. I would need a simpler way to do it mechanically (the behind the scenes of this mod are a mess since it was implemented before paradox made capacity a thing)
Amentus 12 May, 2024 @ 6:15am 
Any chance of you making a version just for machines? I liked the planets weaning off of robot production instead of building at a constant and having to stop all robot production on a per planet basis.
Dr.Macari 20 Feb, 2024 @ 1:09am 
The end of an Era. Your mod saved me and my friends a lot, it was essential for playing and balance, one of the best ones in workshop.
ThelianTech 2 Jan, 2024 @ 6:08pm 
Well thats understandable. but I loved this back in the day. and i still feel like this mod is still better than vanillas but i understand if you wont be updating this anymore. loved your work.
Veiden 29 Oct, 2023 @ 12:44am 
Your version is better, please update.
starchitec  [author] 27 Oct, 2023 @ 11:32am 
I honestly use the vanilla version myself now, its good enough. I do wish paradox would lower base growth a bit, but beyond that, it has finally achieved enough of my goals from this mod
raw666 27 Oct, 2023 @ 11:28am 
Seems to work with me but been debating getting rid in favor of paradox version.
Shifter 5 Oct, 2023 @ 12:12pm 
Update when ;-;
Shen The Fool 26 Sep, 2023 @ 10:41pm 
pls fix the mod, it is not compatible with the 3.9 update. As others have pointed out it crashes every time.
[CN]突击队队员 17 Sep, 2023 @ 2:42am 
[17:36:35][effect_impl.cpp:1816]: Error in fire event effect at file: events/!!!00_a_vanilla_megacorp_overwrite.txt line: 35, could not find event: Breakthrough.88
[17:36:35][effect_impl.cpp:1816]: Error in fire event effect at file: events/!!!00_a_vanilla_megacorp_overwrite.txt line: 45, could not find event: MasterNature.1000
[17:36:35][effect_impl.cpp:1816]: Error in fire event effect at file: events/!!!00_a_vanilla_megacorp_overwrite.txt line: 55, could not find event: gpm_terraform.78871

get in there and fix it guys.
✙Ragnarow✙ 16 Sep, 2023 @ 8:44am 
this mod crash my play list. It`s very cool mod,pls fix it.
Mike Louis 13 Sep, 2023 @ 2:54pm 
Finished debugging my mod playlist, and I can confirm patch 3.9 broke the mod.
Samodov 12 Sep, 2023 @ 4:57pm 
Can confirm crash on start.
Thank you for your hard work starchitec. I hope any continued development on this goes well.
The game is almost unplayable without this mod :runecrying:
Blackened25 12 Sep, 2023 @ 12:09pm 
Unfortunately 3.9 broke the mod, I now get a crash at 100% startup every single time. Hope its fixed soon, I enjoy this mod over the game's way of handling growth.
starchitec  [author] 18 Jul, 2023 @ 1:31pm 
Partially. Capacity comes from free housing and free districts. It wont know that your districts have higher capacoty until you build them, but it should pick up the extra free housing once built
Noah 18 Jul, 2023 @ 1:27pm 
Is the capacity of planets fixed? I am using mods that give unique districts that provide far more than 10 housing etc. Would the carrying capacity get upgraded as I build them?
Vigilante 12 Jul, 2023 @ 9:00pm 
genius
starchitec  [author] 5 Jul, 2023 @ 9:26am 
It kind of is now. The problem is vanilla still gives you too much from base growth. Still its much better than when I first released this and there was no vanilla growth from pops
FunnelVortex 5 Jul, 2023 @ 12:30am 
I really don't understand why this isn't vanilla.
Jorgin™ 11 Jun, 2023 @ 4:30am 
how does this impact performance? It makes it worse or better?
Dath 10 Jun, 2023 @ 5:51am 
By the way, which file do I have to edit to reduce the growth constant from say 5% to 2-3% for a slight reduction in population?
Dath 10 Jun, 2023 @ 5:42am 
There's a typo I noticed in the planetary feature. Availible instead of available. Just a minor thing really, great mod otherwise!
Jameskiro21 26 May, 2023 @ 2:24am 
Might I suggest a compatibility patch with Gigastructural Engineering? Things like Birch Worlds and the different kind of Ring Worlds should be treated as Ringworlds, and not as a regular planet with the carrying capacity of 10 per district. A dirty patch that might fuck up other things would be to limit the 10 to the regular world class, and then leaving the 80 carrying capacity open to all different planet classes, outside the 15 for encumenopolises you've left.
Wakelessrex 1 May, 2023 @ 5:51am 
Awesome, thank you :)
starchitec  [author] 30 Apr, 2023 @ 10:54pm 
The number that comes out of the formula multiplies any other source of growth. So if you are getting +10% from rapid breeders, but +50% from the formula, you will actually get +65% total, because rapid breeders ends up being multiplied by 1.5
Wakelessrex 30 Apr, 2023 @ 3:03pm 
Thank you for answering, and apologies for the clarification but I just want to make sure I understand.
This is the formula youre using for pop growth now yea?
N - N²/k-N/K
How does something like the "Rapid Breeders" Trait affect that formula?
Apologies if that is a dumb question
starchitec  [author] 30 Apr, 2023 @ 7:41am 
species traits get amplified by growth from the mod
Wakelessrex 29 Apr, 2023 @ 11:17pm 
Just asking to clarify but this mod makes it so Species traits that effect growth rate done do anything? In other words all biological pops grow at the same rate if the Carying capacity and population are the same?
starchitec  [author] 16 Apr, 2023 @ 5:33pm 
Not really an easy way, would probably add a planet flag and have to add that to the trigger that gives infinite capacity. But honestly its not really set up for that, and at that high of pop counts my game slows to a crawl anyway
SmileyJ 15 Apr, 2023 @ 11:39am 
So I have a question. Since "max" is set at 400 and with mods you can go a lot higher on certain planets.
What is an easy way to get unlimited? I tried to change the birch planet type to machine in the two places I found it the files, but that did not work.
Is there a way you can get it above 400? With event or simple redoing of the mod files?
starchitec  [author] 3 Apr, 2023 @ 9:58am 
Thats how it works now. Was easier to control on the planet modifier. One of the screenshots is very very old.
casi69 3 Apr, 2023 @ 3:36am 
Hi,
is the growth per pop still in the mod ? I only get offset from the carrying capacity of the planet.
Seelenschwarz 23 Feb, 2023 @ 11:21pm 
Any chance for a planetary decision to set to limitless pop max ?
I'm using some mods to got more districts and slots.
starchitec  [author] 28 Jan, 2023 @ 1:40pm 
Set logistic growth ceiling to minimum (1) that effectively disables it, otherwise you get bonus growth from both vanilla and the mod. Growth required scaling you can do whatever you want with, it reduces late game pops and encourages more use of subjects to reduce the penalty. I leave it at default most of the time.
Toiletnator 24 Jan, 2023 @ 11:17pm 
Hey, love the mod!
I've been using it long time ago and recently returned to the game, after many changes Paradox did. Have some questions because of it.
With Stellaris now having it's own game settings for pop-growth (although in more primitive way compared to how this mod handles things), what settings should I set ("Logistic Growth Ceiling" and "Growth Required Scaling") in order for them to not interfere with how mod balances things? Or is the mod disables these by itself and I shouldn't worry about them?
Sorry if this question was asked before.
starchitec  [author] 8 Jan, 2023 @ 4:27pm 
This mod was made before pdx added logistic growth. The calculation is slightly different (it doesnt have a ceiling, zeros out entirely at 100% capacity, it also works with robot assembly, and the curve is more pronounced) . Still maintain the mod since some like this version more than vanillas
Angel 8 Jan, 2023 @ 1:35pm 
doesn't vanilla now have a growth curve setting? Logistic Growth Ceiling and Growth Required Scaling. How is this different?
starchitec  [author] 1 Jan, 2023 @ 9:45am 
Now synthetic ascension should work. Unfortunately wont work for old saves where you have already ascended. (you can probably fix by retriggering the event in console "event utopia.2551")
starchitec  [author] 1 Jan, 2023 @ 9:40am 
...synthetics dont get drone jobs? I dont think thats right. I did take a look and apparently I overwrote the synthetic ascension event so that it triggers a recount of pops on the planet (since it suddenly changes from bio pops to robot pops). Pops are recounted yearly anyway so tying it into the ascension event seems overkill (and adds to incompatibility). Removed that now so it should be fixed. Capacity numbers will probably be temporarily wonky right after ascension, but it should fix itself on the yearly tick.
波尔布特 1 Jan, 2023 @ 4:49am 
hi auther

I had find the way to fix the problem of synthetic ascension, just change the carry_jobs file into:
planet_modifier = {
planet_jobs_simple_drone_produces_mult = 0.025
planet_jobs_complex_drone_produces_mult = 0.025
}
Darkcell28 17 Dec, 2022 @ 10:16pm 
Having the same issue. Synthetic Ascension did not work. Really strange
starchitec  [author] 12 Dec, 2022 @ 10:38pm 
...that doesnt make sense to me either. Should have no effect on ascension, as this basically just keeps to itself, all the mod does is track the number of extra jobs to give synthetic empires.
OMNISCRONCHULON 11 Dec, 2022 @ 1:37pm 
This mod completely breaks synthetic ascension. Your founder species does not convert to robots and the assimilation citizenship does not get unlocked. I have no idea why would that be.
Ghost Fox 30 Nov, 2022 @ 4:02pm 
Of course they didn't, they just ran around spamming that demand.
Ozulus 30 Nov, 2022 @ 6:15am 
@AzoorFox Did you try to use it?

Does it even need to be updated? I didn't notice any changes that could potentially break this.
AzoorFox 29 Nov, 2022 @ 5:25pm 
UPDATE WHEN???
starchitec  [author] 1 Nov, 2022 @ 8:26am 
It is.
GreatDevourer69 1 Nov, 2022 @ 5:23am 
I would like to file a simple complaint: carrying capacity should be calculated based on free housing as part of it. That way, species with bonuses that reduce housing usage can actually enjoy the benefits of it, instead of plateauing when there's jobs and housing left.